-
General Rules
-
Setup
-
Battle Scenarios
-
The Turn
- Actions & Commands
- Restrictions
- Move Command
- Shoot Command
- Defend Command
- Run Command
- Advance Command
- Assault Command
- Ditch Command
- Overrun Command
- Covering Fire Command
- Intervene Command
- Rally Command
- Snap Fire Command
- Command Tokens
- Reacting to an Activation
- Command Override
- Spoils of War
- End Turn
- Inability to Command
- Turn Structure and Commands
- Show Remaining Articles (6) Collapse Articles
-
Movement
-
Shooting
-
Ranged Weapons
-
Damage & Rally
-
Cover
-
Defend and Ditch
-
Close Combat
-
Melee Weapon Types
-
Vehicles
- Vehicles
- Hull
- Facings
- Shield
- System Damage
- Minor Systems
- Major Systems
- Vehicle Hit Points
- Vehicle Field of Fire
- Halo
- (x) Face
- Turret
- Vehicle Actions
- Overcharge
- Overkill
- Ramming Speed
- Vehicles in Melee
- Vehicle Facing Special Rules
- Burst Barrier
- Secondary Shielding
- Shunt Field
- Vehicles in Cover
- Show Remaining Articles (7) Collapse Articles
-
Multiplayer
-
Special Rules
- Agile
- Armageddon
- Battering Ram
- Blood Craze
- Blood-drunk
- Bombard
- Borer
- Call of the Masters
- Cascade
- Caterpillar
- Cavalry
- Character (named unit)
- Cleave
- Convergence
- Corpse Eater
- Corrosive
- Corruption
- Crush
- Dart
- Dead Hard
- Death Strike
- Defensive
- Detonate
- Dismember
- Dispersion
- Doom
- Drag
- Drill
- Escort (unit name)
- Explosive
- Fissure
- Fizion
- Flying
- Fracture
- Frenzy
- Friendly Friendly Fire
- Guardian (unit name)
- Hidden in Chaos
- High Explosive
- Horde Rule
- Hyper-charge
- Immortal
- Imperfect Host
- Implode
- Inescapable
- Infiltrate
- Interlinked
- Marked
- Mechanized
- Mortar
- Overflow
- Phalanx
- Piercing
- Pike
- Prey on the Weak
- Ram
- Re-enforce
- Recon
- Relentless
- Rupture (named rule)
- Schism (Host)
- Shock
- Simmer
- Singularity
- Spawn
- Stalk
- Stealth
- Strider
- Survival (named rule)
- Swarm
- Toxic
- Trudging
- Ultrasonic
- Un-living Infection
- Unstable Platform
- Vulnerability Analysis
- Will of the Masters
- Wrath of the Masters
- Show Remaining Articles (63) Collapse Articles
Defend
DEFEND is a command that allows a unit to increase its survival chance against the next instance of incoming damage.
Gain +1 Resolve against the incoming source of damage.
If the unit is stationary and in Cover, the total bonus is increased by the Cover bonus.
Prevents Critical Damage entirely. All hits must roll for damage, even if the Target Lock was a 1.
The Resolve bonus only applies until the end of the action.
Defend and Cover stack to create high-survivability anchor units.
Defend cancels Criticals, but Grievous Damage still applies unless mitigated by Resolve increase.
Example: Player A has a unit in cover that provides a cover bonus of 1. Player B targets this unit with a Shoot command. In response, Player A uses Defend as a reaction. The unit’s Resolve increases by 1 from the Defend action, plus an additional +1 from its cover bonus.
Defend, Resolve